// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "../Base/BasePC.h"
#include "GamePS.h"
#include "GamePC.generated.h"

/**
 * 
 */
UCLASS()
class SGAME_API AGamePC : public ABasePC
{
	GENERATED_BODY()
public:
	virtual void BeginPlay() override;

	UPROPERTY(EditAnywhere,BlueprintReadWrite,Replicated)
		FReadyInfo PlayerReadyInfo;
	UFUNCTION(BlueprintCallable,Server,Reliable,WithValidation)
		void SInitPlayerReadyInfo(int32 ID);
	UFUNCTION(BlueprintCallable, Client, Reliable, WithValidation)
		void CInitPlayerReadyInfo(int32 ID);


	virtual void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;



};
